"use strict"
let start_status = game.status
let evtsrc = null
let timer = 0
function confirm_delete() {
let warning = `Are you sure you want to DELETE this game?`
if (window.confirm(warning))
window.location.href = "/delete/" + game.game_id
}
function post(url) {
fetch(url, { method: "POST" })
.then(r => r.text())
.then(t => window.error.textContent = (t === "SUCCESS") ? "" : t)
.catch(e => window.error.textContent = e)
start_event_source()
}
function start() {
post(`/start/${game.game_id}`)
}
function join(role) {
post(`/join/${game.game_id}/${role}`)
}
function part(role) {
let warning = "Are you sure you want to LEAVE this game?"
if (game.status === 0 || window.confirm(warning))
post(`/part/${game.game_id}/${role}`)
}
function kick(role) {
let player = players.find(p => p.role === role)
let warning = `Are you sure you want to KICK player ${player.name} (${role}) from this game?`
if (game.status === 0 || window.confirm(warning))
post(`/part/${game.game_id}/${role}`)
}
let blink_title = document.title
let blink_timer = 0
function start_blinker(message) {
let tick = false
if (blink_timer)
stop_blinker()
if (!document.hasFocus()) {
document.title = message
blink_timer = setInterval(function () {
document.title = tick ? message : blink_title
tick = !tick
}, 1000)
}
}
function stop_blinker() {
document.title = blink_title
clearInterval(blink_timer)
blink_timer = 0
}
window.addEventListener("focus", stop_blinker)
function start_event_source() {
if (!evtsrc || evtsrc.readyState === 2) {
console.log("STARTING EVENT SOURCE")
evtsrc = new EventSource("/join-events/" + game.game_id)
evtsrc.addEventListener("players", function (evt) {
console.log("PLAYERS:", evt.data)
players = JSON.parse(evt.data)
update()
})
evtsrc.addEventListener("ready", function (evt) {
console.log("READY:", evt.data)
ready = JSON.parse(evt.data)
update()
})
evtsrc.addEventListener("game", function (evt) {
console.log("GAME:", evt.data)
game = JSON.parse(evt.data)
if (game.status > 1) {
clearInterval(timer)
evtsrc.close()
}
update()
})
evtsrc.addEventListener("deleted", function (evt) {
console.log("DELETED")
window.location.href = '/' + game.title_id
})
evtsrc.onerror = function (err) {
window.message.innerHTML = "Disconnected from server..."
}
window.addEventListener('beforeunload', function (evt) {
evtsrc.close()
})
}
}
function is_active(player, role) {
return (game.active === role || game.active === "Both" || game.active === "All")
}
function is_solo() {
return players.every(p => p.user_id === players[0].user_id)
}
function update() {
for (let i = 0; i < roles.length; ++i) {
let role = roles[i]
let role_id = "role_" + role.replace(/ /g, "_")
if (game.is_random && game.status === 0)
role = "Random " + (i+1)
document.getElementById(role_id + "_name").textContent = role
let player = players.find(p => p.role === role)
let element = document.getElementById(role_id)
if (player) {
switch (game.status) {
case 2:
if (player.user_id === user_id)
element.innerHTML = `${player.name}`
else
element.innerHTML = player.name
break
case 1:
element.classList.toggle("is_active", is_active(player, role))
if (player.user_id === user_id)
element.innerHTML = `\u274c ${player.name}`
else if (game.owner_id === user_id)
element.innerHTML = `\u274c ${player.name}`
else
element.innerHTML = player.name
break
case 0:
if (player.user_id === user_id)
element.innerHTML = `\u274c ${player.name}`
else if (game.owner_id === user_id)
element.innerHTML = `\u274c ${player.name}`
else
element.innerHTML = player.name
break
}
} else {
switch (game.status) {
case 2:
element.innerHTML = `Empty`
break
case 1:
case 0:
element.innerHTML = `Join`
break
}
}
}
let message = window.message
if (game.status === 0) {
if (ready && (game.owner_id === user_id))
message.innerHTML = "Ready to start..."
else if (ready)
message.innerHTML = `Waiting for ${game.owner_name} to start the game...`
else
message.innerHTML = "Waiting for players to join..."
} else {
message.innerHTML = `Observe`
}
if (game.owner_id === user_id) {
window.start_button.disabled = !ready
window.start_button.classList = (game.status === 0) ? "" : "hide"
window.delete_button.classList = (game.status === 0 || is_solo()) ? "" : "hide"
if (game.status === 0 && ready)
start_blinker("READY TO START")
else
stop_blinker()
} else {
if (start_status === 0 && game.status === 1)
start_blinker("STARTED")
else
stop_blinker()
}
}
window.onload = function () {
update()
if (game.status < 2) {
start_event_source()
timer = setInterval(start_event_source, 15000)
}
}